Post subject: Tekken Advance
Editor, Experienced player (880)
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I was thinking of just finishing this TAS quietly, but guess I'll post a WIP to hear some early opinions - just to be sure. This was partially inspired by Cooljay's recent Tekken activity, also making use of the notes I had made about a year ago when I first stumbled upon this game... http://www.youtube.com/watch?v=957XoMffsfY Tekken Advance has some unique features that make it stand out from Tekken 3 for example. Most noticeably it has Tag-mode, which allows you to basically play through Arcade-mode using three different characters, and some unique glitches. After some research, I picked Yoshimitsu, Xiaoyu and Jin as my characters. Xiaoyu because of her stances and general versatility and potential for mayhem, and Jin and Yoshi because you can give them super movement speed. Comments?
Cooljay
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This game has some amazing juggles in it. The switching out of characters doe help it make more entertaining as well. Wouldn't mind hearing what everyone else has to say about it. GBA could use some more submissions anyways
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wow,amazing TAS! Will you keep doing it AKheon? is there a mokujin in this game?
TAS i'm interested: megaman series: mmbn1 all chips fighting games with speed goals in general
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>>Will you keep doing it AKheon? Sure, it shouldn't be too hard to finish since I'm already half-way through the game. >>is there a mokujin in this game? Nope, there isn't.
Post subject: Tekken Advance new speed TAS
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I worked on Tekken Advance some more and produced an optimized, yet vaguely rushed speed TAS of it. It uses non-default settings, like only choosing to fight 1 round per match and the lowest possible round timer. What do you think, should fighting game speed TASes use only 1 round per match? Should this (or possibly a better version later) be submitted as an improvement to the current Tekken Advance speed TAS? https://www.youtube.com/watch?v=5KRulmkOfeg
Dimon12321
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Would be great.
TASing is like making a film: only the best takes are shown in the final movie.
Spikestuff
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Finish the TAS. Don't leave it to the timer to count down. Speed TAS focuses on the timer being low. Having the time of 49'85 is shit. Still against 1 round because it would mean we have to update every other speed TAS which doesn't have 1 round. EVERY SINGLE ONE Keep it stock on rounds because that what makes the game and change it to hard.
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NhatNM
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I think it's still possible make faster. Just need make a first move have low delay time for get HP then make that strong punch and repeat in every stages. I feel the move have low kick and high punch is best time, not sure, need frames calculator
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
Editor, Experienced player (880)
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>>Don't leave it to the timer to count down. Speed TAS focuses on the timer being low. Guess it depends on if the runner is going for in-game time or just a short input file? I think being able to end input early opens up new possibilities for fighting game speed TASes, but maybe it's just me. I do also understand the appeal of going for in-game time since the timer is clearly visible in these games. I think both approaches have their appeal. >>Still against 1 round because it would mean we have to update every other speed TAS which doesn't have 1 round. Well, there aren't that many published fighting game speed TASes out there... and the viewers would be grateful of the change to 1 round because so much repetition is cut out. >> Keep it stock on rounds because that what makes the game Yeah, I do agree on this one. The game looks more natural if it has more than one round. But then, roughly all fighting game speed TASes are going to the Vault anyway, where pure speed should be the objective. Maybe enjoy two-round matches only in a playaround? >>I think it's still possible make faster. Yes, very likely. Manipulating enemy behavior is a bit annoying in this game though since you can't do it without wasting time (as far as I know). It seems that counter hit's damage varies depending on what is the move you interrupt. If you could manipulate your foe to do those super-powerful charged attacks, they would get full damage and be K.O'd in one hit (usually), but that's an exceedingly rare scenario. Hitting an enemy in recovery or doing most normal attacks causes a counter hit that does 120 damage. So my approach was to manipulate some starter that reduces the enemy health below 120, then hit them with Burning Fist. Also, for enemies with only 140 HP, it seemed even faster to just do Bone Breaker and not even have to wait for a counter hit for Burning Fist. >>need frames calculator Maybe relevant, but I found a memory address that shows the frame count of moves. 47AE shows the increasing frame count of P1's ongoing attacks. Although it may reset in the middle on some more complex moves... for P2 585E does the same thing. --- On an unrelated note, I might try to do a Yoshimitsu version of this TAS. Bad Breath + stab is a fairly lethal combination as well, and at best doesn't need as much manipulation to work. Oh, and about Nina? I've come to the conclusion that she is not that great for a speed TAS after all. Her super attack is not as damaging as Paul's, and beside that she lacks quick options for dealing extra damage. --- Okay. Usefulness of Yoshimitsu has been disproven, and I couldn't get him to be as fast as Paul. On other news, I've looked into Paul some more inspired by xxNKxx and found potential new starters that might be overall faster. Paul has one very quick combo string that might do enough damage for it to work as a starter. The glitched grounded jump kick might also work really well for this purpose. Finally, I'm also looking into the idea of manipulating enemies with some quick attack to make them do their power attack, then punish them with full counter damage Burning Fist (enough to K.O. weaker opponents?).